Illumination and Color in Computer Generated Imagery

Illumination and Color in Computer Generated Imagery
Author: Roy Hall
Publisher: Springer Science & Business Media
Total Pages: 287
Release: 2012-12-06
Genre: Computers
ISBN: 146123526X

In a very broad sense the historical development of computer graphics can be considered in three phases, each a giant step down the road towards "realistic" computer generated images. The first, during the late 1960's and early 1970's, can perhaps be characterized as the "wire frame" era. Basically pictures were composed of lines. Considerable em phasis was placed on "real time" interactive manipulation of the model. As models became more complex and as raster technology developed, eliminating the hidden lines or hidden surfaces from the image became critical for visual understanding. This requirement resulted in the second phase of computer graphics, the "hidden surface" era, that developed during the 1970's and early 1980's. The names associated with hidden surface algorithms read like a who's who of computer graphics. The cul mination of the hidden surface era and the beginning of the current and third era in computer graphics, the "rendering" era, was Turner Whitted's incorporation of a global illumination model into the ray trac ing algorithm. Now the goal was not just to generate an image, but to generate a realistic appearing image.

Computer Generated Imagery

Computer Generated Imagery
Author: Fouad Sabry
Publisher: One Billion Knowledgeable
Total Pages: 478
Release: 2022-08-03
Genre: House & Home
ISBN:

What Is Computer Generated Imagery The use of computer graphics to create or contribute to images in works of art, printed media, video games, simulators, computer animation, and visual effects in motion pictures, television programs, shorts, commercials, and videos is referred to as computer-generated imagery (also abbreviated as CGI). Although the word "CGI" is most generally used to refer to the 3-D computer graphics used for producing characters, scenes, and special effects in films and television, which is defined as "CGI animation," the pictures may be dynamic or static, and they may be two-dimensional (2D). How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer-generated imagery Chapter 2: Computer animation Chapter 3: Digital art Chapter 4: Autodesk 3ds Max Chapter 5: Visual effects Chapter 6: Scientific visualization Chapter 7: Visualization (graphics) Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Virtual cinematography Chapter 11: 3D rendering Chapter 12: 3D computer graphics Chapter 13: Projection augmented model Chapter 14: Computer graphics (computer science) Chapter 15: Computer graphics Chapter 16: Fractal-generating software Chapter 17: List of 3D computer graphics software Chapter 18: History of computer animation Chapter 19: 3D modeling Chapter 20: Visual computing Chapter 21: Virtual humans (II) Answering the public top questions about computer generated imagery. (III) Real world examples for the usage of computer generated imagery in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer generated imagery' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer generated imagery.

FX! Computer-Generated Imagery

FX! Computer-Generated Imagery
Author: Timothy J. Bradley
Publisher: Teacher Created Materials
Total Pages: 67
Release: 2017-01-27
Genre: Young Adult Nonfiction
ISBN: 1480757187

"The realism of visual effects has increased dramatically since filmmakers started using computers. With new technology, directors can now make short scenes or full-length movies using animation. Real-life actors can be combined with virtually-created sets. Check out how cutting-edge digital effects are created, and prepare to see movie magic!"--Page [4] cover.

The CG Story

The CG Story
Author: Christopher Finch
Publisher: The Monacelli Press, LLC
Total Pages: 289
Release: 2013-12-03
Genre: Performing Arts
ISBN: 1580933572

The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.

FX!

FX!
Author: Timothy J. Bradley
Publisher:
Total Pages: 64
Release: 2017
Genre: Cinematography
ISBN: 9781518248245

"The realism of visual effects has increased dramatically since filmmakers started using computers. With new technology, directors can now make short scenes or full-length movies using animation. Real-life actors can be combined with virtually-created sets. Check out how cutting-edge digital effects are created, and prepare to see movie magic!"--Page [4] cover.

Job Descriptions for Film, Video & Cgi

Job Descriptions for Film, Video & Cgi
Author: William E. Hines
Publisher: Ed-Venture Books
Total Pages: 0
Release: 1999
Genre: Business & Economics
ISBN: 9780935873023

Job Descriptions is the standard and definitive A-to-Z reference guide to the duties and responsibilities of film and video industry craftspersons. It offers detailed descriptions of what each craftsperson in more than 150 categories is expected to contribute to a production More... and to whom that craftsperson is responsible. This book is an reference for producers and production managers as well as librarians, writers, teachers, students, job counselors serious film aficionados. The fifth edition is greatly expanded and thoroughly updated.

FX! Computer-Generated Imagery

FX! Computer-Generated Imagery
Author: Timothy J. Bradley
Publisher: Teacher Created Materials
Total Pages: 67
Release: 2017-01-27
Genre: Young Adult Nonfiction
ISBN: 1493836145

This book details the history of special effects and CGI in films, and examines the innovative special effects used in movies like King Kong, The Iron Giant, Westworld, Alien, Tron, The Abyss, Toy Story, Jurassic Park, and Inception. Developed by Timothy Rasinski and featuring TIME content, this high-interest nonfiction book includes essential text features like an index, captions, glossary, and table of contents. The intriguing sidebars, fascinating images, and detailed Reader's Guide prompt students to connect back to the text. The Think Link and Dig Deeper sections develop students' higher-order thinking skills. The Check It Out! section includes suggested books, videos, and websites for further reading. Aligned with state standards, this title features complex and rigorous content appropriate for students preparing for college and career readiness.

Computer Vision for Visual Effects

Computer Vision for Visual Effects
Author: Richard J. Radke
Publisher: Cambridge University Press
Total Pages: 409
Release: 2013
Genre: Business & Economics
ISBN: 0521766877

This book explores the fundamental computer vision principles and state-of-the-art algorithms used to create cutting-edge visual effects for movies and television. It describes classical computer vision algorithms and recent developments, features more than 200 original images, and contains in-depth interviews with Hollywood visual effects artists that tie the mathematical concepts to real-world filmmaking.

Special Effects

Special Effects
Author: Michele Pierson
Publisher: Columbia University Press
Total Pages: 243
Release: 2002-05-23
Genre: Performing Arts
ISBN: 0231500807

Designed to trick the eye and stimulate the imagination, special effects have changed the way we look at films and the worlds created in them. Computer-generated imagery (CGI), as seen in Hollywood blockbusters like Star Wars, Terminator 2, Jurassic Park, Independence Day, Men in Black, and The Matrix, is just the latest advance in the evolution of special effects. Even as special effects have been marveled at by millions, this is the first investigation of their broader cultural reception. Moving from an exploration of nineteenth-century popular science and magic to the Hollywood science fiction cinema of our time, Special Effects examines the history, advancements, and connoisseurship of special effects, asking what makes certain types of cinematic effects special, why this matters, and for whom. Michele Pierson shows how popular science magazines, genre filmzines, and computer lifestyle magazines have articulated an aesthetic criticism of this emerging art form and have helped shape how these hugely popular on-screen technological wonders have been viewed by moviegoers.

Creative Computer Graphics

Creative Computer Graphics
Author: Annabel Jankel
Publisher: Cambridge University Press
Total Pages: 160
Release: 1984-11-15
Genre: Computers
ISBN: 0521262518

Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.